Wind turbine
Wind turbine
A wind-powered electrical generator. Requires a large clear space in front and behind for optimal air flow.
Base Stats
Building
- Size
- 7 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 50%
- Blocks Wind
- True
- Terrain Affordance
- Heavy
- Power
- 2300 W
Creation
- Required Research
- Electricity
- Skill Required
- Construction 4
- Work To Make
- 3,300 ticks (55 secs)
Wind turbines generate a variable amount of power directly proportional to the wind speed.
Acquisition
Wind turbines can be constructed once the Electricity research project has been completed. They require 100 Steel, 2 Components, 3,300 ticks (55 secs) of work, and a Construction skill of 4.
Summary
Wind turbines generate a variable amount of power base on the current wind speed, which in turn is based on ranges set by the current Weather. It produces a wattage directly proportional to the windspeed, with an output 2300W at 100% wind speed up to a maximum of 3450W at the maximum 150% windspeed. Wind direction is not a factor, so orientation of the turbines doesn't matter; they will spin equally well in any direction.
Exclusion Zone
This section has been suggested for recoding. Reason: Automate the list of buildings that don't affect the turbine via the Property:Blocks Wind, but only after checking 1) that each thing listed below does not block wind, and 2) checking that those checked pages have Blocks Wind properly set. You can help RimWorld Wiki by improving it. |
The wind turbine's exclusion zone (7ˣ18 white rectangle) is visible when the turbine is selected; and when placing the wind turbine blueprint.It is vital to the wind turbine's function to keep the exclusion zone free from trees, mountains, buildings, roofs, and other tall constructions. The turbine's information window (inspection pane) will list any obstructions in its exclusion zone. Each tile that has an obstruction reduces the turbine's output by 20%. Solar generators or Growing zone (that are not set to grow trees) can be placed in the exclusion zone without blocking the turbine. In fact, this setup is an efficient use of space and prevents wild trees from growing in the obstructing the zone. Another option to prevent trees from growing is to construct some type of flooring there.
The exclusion zone of several turbines may overlap. As long as one turbine itself doesn't end up in the exclusion zone of another, they will work optimally.
Low-lying objects can be placed in the exclusion zone without hindering the turbine's operation. These include (but not limit to) the following:
- Bridges
- Chunks
- Doors
- Graves
- Mini-turrets
- Pod launchers
- Sandbags
- Spike traps
- Horseshoes pins
- Snowmen
- Solar generators
- Ground-penetrating scanners
- Fences
Wind speed
Label | Time of year | Temperature range [1] | Wind speed | Wind speed modifier |
---|---|---|---|---|
Clear | Any | Any | None to Moderate | 100% |
Fog | Any | Any | None to Calm | 50% |
Rain | Any | 0 - 100°C | Calm to Moderate | 80% |
Dry Thunderstorm | Any | Any | Moderate to Extreme | 150% |
Rainy Thunderstorm | Any | Any | Moderate to Extreme | 150% |
Foggy rain | Any | Any | None to Calm | 150% |
Hard snow | Mainly Winter | -270 to -0.5°C | None to Moderate | 150% |
Soft snow | Mainly Winter | -270 to -0.5°C | None to Moderate | 150% |
Flashstorm | Any | Any | None to moderate | 100% |
- ↑ Can continue even if the temperature exits the appropriate range, once started.
Analysis
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It works day and night, unlike a solar generator which only works during the day. Wind turbines complemented by batteries can provide a stable supply of power since there wind-related disasters are exceptionally rare, unlike the solar generator's Eclipse event, and are limited to subsets of other dangers such as weather controllers. A wind turbine's only real drawback is its need for a large open area clear of trees, mountains, buildings, roofs and other tall constructions.
Without batteries it is significantly less useful - a solar generator can be relied on for a set period of the day, but a wind turbine may lose power midway through a bill on a powered table or during surgery under electric lights.
If a weather controller is deployed against the colony, the presence of wind turbines and the weather type chosen can significantly affect the outcome. If a Thunderstorm or Snow weather type is chosen, it may be beneficial to preserve the weather controller at all costs - the increased windspeed and, more importantly, the significantly improved consistency of wind turns turbines from merely a good source among generators to a geothermal generator equivalent that you don't need steam geysers to build. On the other hand, if the colony is dependant on wind turbines and fog is selected, destroying the controller should be prioritized as it will drastically reduce its output.
Tips
- Colonists can build wind turbines without gaps between them this may save resources on power conduits. See Fig. 1 below if this point isn't clear.
- Colonists can construct flooring over terrains with >0% Fertility in order to prevent plants from growing. This servers two purposes: to keep Exclusion Zone clean and to prevent spread of fire if non-flammable floors were used.
Gallery
Version history
- 0.8.657 - Added
- Beta 18 - width was increased from 5 to 7 tiles wide.
- Beta 19 - power generation was buffed by 15%, from max. 3000W.
- 1.3.3101 - can now be walked through.
- 1.3.3117 - Path cost 0 -> 50.